#version 460
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (binding = 0) uniform sampler2D ColorTexture[];

layout (location = 0) in vec2 inUV;


layout (location = 0) out vec4 outColor;

void main() {

    outColor = textureLod(ColorTexture[0], inUV, 0.0);
}


